Fresh back from Baltimore and I'm glad to be home. 4 flights within 2 days and all sorts of issues to deal with - including the airline forcing me to put my carry on arny transport (containing my
ridiculously expensive army) into the cargo hold of one of their planes....of course, despite my protests and showing them what was inside they caused quite a bit of damage to my models including snapping the turrets off of two of my grav tanks. I lodged a complaint that I assume will go nowhere....
Ok, on to the list:
Eldrad
Yriel
3 jetbikes w/ cannon upgrade
10 wraithguard w/ spiritseer wb,p conceal
6 dragons w/ exarch, crack shot, dragon's beath & tank hunter
6 dragons w/ exarch, crack shot & dragon's beath
10 harlies w. deathjester, shadow seer, troupemaster (power weapon) & 7 kisses.
9 spiders w/ exarch, surprise assault, pb, withdraw & dual spinners
6 spiders w/ exarch, surprise assault,pb, withdraw & dual spinners
1 vyper w/ EML & cannon upgrade
2 falcons scatter laser, shuriken cannon, holo, stones, vectored engines & star engines
1 Prism - shuriken cannon, holo, stones, star engines & vectored engines
57 models
11 scoring units
Well, that
was what I was supposed to use anyways..lol. I had taken the army to a RT the Saturday before (where I won best overall). I thought I had replaced all of the proper models but that wasn't the case. I was missing my vyper and the warlock. The vyper I could live without - 75 points of something that usually doesn't last that long. The warlock was pretty important as it offered conceal for my wraithguard. There was nothing available to purchase either....(sigh)
The missions were still a little wierd but nowhere near as bad as previous rounds.
1st mission: Private war. Each side got an
extra special character that counted as an elite choice. Farseer Dedelf stole Mr. Hugsy (teddy bear) from Brother Captain Spankalot. It was a VP game with each of these characters worth 1,000 VP's for killing them. The mission had a standard 12" deployment and used the infiltrate special rule. A model for each was supplied by GW. THe limited edition bonesinger model as the seer and some sort of special marine captain as spankalot. (players got to keep the model they chose after the game)
Brother Captain Spankalot: ws:6 bs:6 s:5 t:5 w:3 i:6 a:5 ld:10 s:3+/4++
master craft power weapon, iron halo, adamantine mantle, bolter, fearless, true grit, feel no pain, indepndant character & fleet of foot.
Farseer Dedelf: ws:6 bs:6 s:3 t:3 w:3 i:6 a:3 ld:10 s:3+ invulnerable
he knows all eldar powers including warlock powers. he may cast two per turn without rolling ld tests. he has a singing spear.
We got the missions about an hour before game time which was cool as it allowed me to become familiar with them and begin planning. Obviously no list changes as lists were already turned in. I really wanted Spankalot as he was a monster in melee which my army could always use help with. No instant killing this guy with high attacks, no save and a great chance to wound. On the other hand, I didn't want my opponents to have Dedelf even more....first question I asked was if they were waiving the eldar specific rules for powers and they
were...that meant you
could fortune your Tzeentch terminator unit for example! Unbelievable chances for imbalance here!
My first round opponent: 2,500 points of Ultra marines.
Chaplain on a bike w/ term honours, adamantine mantle, power fist & artificer armour
Librarian on a bike w/ artificer armour, termi honours, teleport homer, veil of time, fear of the darkness, thunder hammer, storm shield
daemon hunter inquisitor w/ emperors tarrot, bolt pistol, ccw & mystic
5 termies w/ 2 assault cannons
5 termies w/ 2 assault cannons
5 man las cannon unit
5 man las plas unit
5 man las flamer unit
8 man las melts unit w. powerfist in rhino
3 landspeeder tornados
2 landspeeder tornados
3 attack bikes
whirlwind
5 man Dev unit w/ 3 heavy bolters, 1 las cannon (tankhunters)
5 man Dev unit w/ 3 heavy bolters, 1 las cannon (tankhunters)
They allowed players to place their own terrain which can be a bit of a problem sometimes....I won deployment roll and took the side I was on...terrain was rougly even and I couldn't completey hide my tanks on either side of the board. My opponent wanted to count the rock formations as 4+ cover despite the GW GT rules saying they were 5+ but I was cool w/ it. I win the roll to choose character and I take dedelf...I didn't want to envision dual fortuned terminator units or the Devasators in hard cover...eeeww. Divination only got me two units which hurt my deployment gamble a little bit - he was basically going to get about 3 shots on my unmoving tanks.
This was going to be a tough game for me. A straight up VP game with my opponent playing a pretty shooty army staying back in cover - no reason to come to me at all. I lose initiative and the game is underway.
Despite getting 3 lascannon shots on my tanks he either fails to hit of fails to pen all 3 times so it's a game again. He wipes my jetbikes with heavy bolter fire and that's pretty much it. Since the GW guys said that Dedelf can not only cast two powers but even the same one twice I opt for using fortune on the wraithguard unit and the harlies. He wants to use the hood against this but there is no LD test so it's not legal to do. (he had to look it up). I move the wraithguard unit w/ all 3 characters in it into hard cover - going to test their durability again (lol). I rolled
horrible for the most part all game.
Couldn't hit anything with the tanks at all. His first 4 damage results blew off both pulse lasers and immobilized one of the falcons. (dragons stranded in my deployment zone) - the immobilized falcon (in turn 2) stayed alive for the whole game which is another testament to vectored engines and why I
always take them. I chewed up both devastaror units over a few rounds. Had horrible deep strike rolls w/ my spiders effectivele throwing the small unit away and hurting the big unit. The unit that did survive I forgot to hit and run with on one turn which would have netted me far more damage (I was tired from all the travelling). I poured fire into the speeders over two turns and couldn't kill a single on of them. (5 shaken results). I was wondering if my missing vyper would have killed anything at this point (lol). My 9 man unit of spiders combined with a fireprism to try and kill a 5 man tac unit but could only manage to kill 4 between them. A dragon unit failed to kill his chaplain which was annoying to say the least. He kept Spankalot far in the back where he played no part - I couldn't get to him. With the no man's land that had to be crossed it took until turn 4 to do something with the harlies - they killed probably 8 marines before becoming non-scoring. Had rules issues regarding the whirlwind and it's ability or inability to target the harlies - also had to inform him that it had a minmium range of 12" which he didn't know.
Time to total up the points - half way through he says it's looking like a minor victory
for him of which I
almost agree. He said there was no need to continue to add up points....I continue anyway knowing how stingy my list can be. Final tabulation was 1198 to 1114 which certainly was a draw. I got 11 points and he got 13.
My opponent then tried to tell me he should get the 75 points for the vyper I didn't use as it's supposed to be part of the list. I did not agree and the judge ruled in my favor - if you play short you just play short - why get penalized on both ends? Wouldn't have mattered
anyways. Apparently lots of other people drew so
maybe we didn't knock each other out yet...
2nd round mission was : lost in the warp. VP mission w/ 2 loot counters (warp gates). Each player put half of their list into reserves. Reserves HAD to be deployed from the gates and when they came in they suffered a warp sickness which made them unable to shoot and assault for a turn - they were free to move however. The gates were deployed at about the middle of each table and about 12" fro the board ends. I had the one on the left and he had the other. (you could only use your gate.) Reserves show up starting on turn 1.
Standard 12" deployment.
My opponet's list:
Eldard
bike seer w/ doom, fortune, mindwar,stones,rowitness & spear
3 wratihguard
10 avengers exarch w/ shimmer shield & pw, blade storm
wave serpent TL BL's / VE & SE
6 jetbikes w/ 1 cannon + warlock w/ conceal & witchblade, pistol
19 guardians w/ scatter laser
18 guardians w/ scatter laser
6 pathfinders
6 pathfinders
1 vyper SL & SHC
1 vyper SL & SHC
7 warp spiders pb, withdraw
3 vibro cannons
3 warwalkers w/ scatter laser & star cannon
2 warwalkers w/ BL & EML
We both set up blocking terrain to hide our stuff and I won the deployment roll taking the side I was on. I won the divination roll making him redploy first. I then got to redploy 4 units but kept them all as is. I planned to keep my 3 tanks, 2 units of spiders and my jet bikes in reserve. When coming in from the gate they are basically placed within 12" of one and then get to move normally. My plan was to rely on Yriels +1 to my rolls and have the units come in and jump behind my cover and come out next round shooting. The tanks would pick up the fire dragons waiting on the other side. If my gamble failed I'd basically have no firepower at all. I won initiative and opted to go 2nd as I was well protected (deploy harlies at my board edge so he couldn't get them with the vibro cannon.) - In hindsight I should have gone first. He makes 7 of 8 reserve rolls getting all but one unit of guardians. I fortune the warithguard but fail to fortune the harlies (one of my
4 failed psychic tests that game lol) I fail 4 of 6 reserve rolls only needing a 3+ only getting the big spider unit and the fire prism. I have to send the fireprism out to my flank to protect the hiding harlies from his fast moving vypers and the avengers in the serpent. It was going to act as a visible roadblock. The spiders jump behind the blocking terrain on my left flank waiting for my opponent to get closer. On his turn he fails to get the other guardian unit and moves forward. He blows the weapon off of the prism on the first shot and shakes it as well. He takes pot shots at the wraithguard but for the most part they hold up well - I only lose 2. I make the rest of my reserve rolls except for the small spider unit of which I fail. Both falcons jump behind the hill to pick up the awaiting dragons - turn 3 already and I've basically had no shooting whatsoever...my jetbikes I turboed behind him to attract fire and split his attention. My large spider unit jumped out but did not fire - I was going to catch his jetbikes in assault which would protect me from fire. Since they were fortuned I only managed a single kill and while winning the combat he stayed so we were locked. His turn he brought the other guardians in and joined the jetbikes with 2 of his walkers on my spiders who couldn't hurt them. I win combat again by concentrting on his jetbikes who failed to get fortune on them. Again he stays but I hit and run to jump over next to eldrad who did not have fortune up. I make my reserve roll to bring in the last psider unit who jumped into my deployment to hide. Both falcons comeout guns a blazing and wreck the walkers completely. My spiders shoot at Eldrad putting 2 wounds on him follwed up by an assault that killed him. I massacred into combat with the wraithguard to again protect them. My harlies who have hid behind a building all game waiting for him to get closer finally were going to make their break. I roll a 1' for fleet which lands them 1.5" short of CC with his guardian unit....of course they are all wasted by his catapult fire next round. Yriel goes in and kills all of them over two rounds. I forgot to hit & run w/ my spiders again which likely cost me the massacre (grrr lack of sleep). We only got to play 5 turns which didn't help either. (could have easily swung the massacre in the last turn). The only real rules issue I came across was my opponent wanting to spin his serpent around in the movement phase to disembark, shoot and assault with his avengers. I told him this was not legal and he was adamant that it was. I explained that turning didn't count as movement in the
shooting phase for a vehicle. If done in the
movement phase it is certainly
movement. He didn't want to budge on it and I didn't feel like going to get a judge. I determined that I'd just remove the casualties from the front making the possible assault a moot point. I did. I doom the avengers & eldritch storm them breaking the unit and the game is over. I netted 2656 VP's to his 984 VP's. I get 18 points to his 4. Overall, my opponent was a good guy.